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Author Topic: Explosives  (Read 25868 times)

Ruski

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Re:Explosives
« Reply #150 on: March 01, 2006, 11:05:42 AM »

yea, but he quit.

-RuskiFace the Pirate
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Retread

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Re:Explosives
« Reply #151 on: March 01, 2006, 11:41:20 AM »

MacGyver needs to have the Daredevil Edge too, and some kind of Dependant Flaws because he's always involved in some after-school program or something.
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AJStarhiker

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Re:Explosives
« Reply #152 on: March 01, 2006, 12:34:43 PM »

I wouldn't exactly say he has dependents, maybe a Code of Honor?  It's not listed in the Shadowrun Companion, but it probably wouldn't be all that difficult to come up with a suitable description and cost.
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Ruski

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Re:Explosives
« Reply #153 on: March 01, 2006, 01:16:30 PM »

dosn't that fall under the 'total pasifist' bit though?

-RuskiFace the Pirate

could give him the 'day job' flaw...

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AJStarhiker

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Re:Explosives
« Reply #154 on: March 01, 2006, 01:25:37 PM »

Yeah, I'd agree to Day Job (Especially if you can come up with an organization corresponding with the Phoenix Foundation), but Code of Honor is different from Total Pacifist.  Code of Honor means there are certain standards you follow, not necessarily not killing anyone.

Or maybe Sense of Duty would be a better one.  They're pretty close, but I don't remember offhand what the exact differences are.
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Ruski

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Re:Explosives
« Reply #155 on: March 01, 2006, 01:42:06 PM »

I don't think shadowrun has thoes flaws. I've seen them in other game systems, but not this one.

-RuskiFace the Pirate
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ROOTless

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Re:Explosives
« Reply #156 on: March 01, 2006, 01:43:26 PM »

Those are both in GURPS. Not that they can't be converted, but...
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Ruski

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Re:Explosives
« Reply #157 on: March 01, 2006, 01:45:34 PM »

*shrug* could make up 'custom' flaw points, as approved by your GM.

I'd let them go through.

anyone who takes the effort to think up a custom flaw for their PC is cool with me.

it's the edges you have to watch carefully.

-Ruski
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AJStarhiker

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Re:Explosives
« Reply #158 on: March 01, 2006, 02:00:43 PM »

Yeah, I saw that part in the book.  It doesn't say anything specifically, though, just that edges and flaws shouldn't be more than plus or minus 6
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Ruski

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Re:Explosives
« Reply #159 on: March 01, 2006, 02:25:01 PM »

well, if you figure that the average 'stat' in the game is suppose to be '3'  for a normal human, pushing the maximum penalty to anything over 6 would have to be a near-totally fatal flaw, or 'the strength of 10 men' edge.

the way I look at it, a level '3' flaw, should be restrictive enough to lower effectivly three of your stats by '1' or one of your stats by '3'

a level 6 flaw should be able to take the thing you are best at (level six skill) and reduce it to nothing.
whereas a level 6 edge would effectivly double your range on a level 6 skill.

a code of ethics... *shrug* depending on the code I'd probibly say that's a one or two point flaw.

sense of duty would probibly be worth about three points. it's certanly more risky than 'daredevil' (having to rescue every little old lady would be a pain in shadowrun)
but then again, I know guys that play that way for free.
*shrug*

-RuskiFace the Pirate
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AJStarhiker

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Re:Explosives
« Reply #160 on: March 01, 2006, 02:29:40 PM »

well, the book only has one +6 edge, and it's a variable one, but there's several -6 flaws.
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Ruski

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Re:Explosives
« Reply #161 on: March 01, 2006, 02:51:46 PM »

they probibly didn't want people to get carried away with the edges.

there's actually a couple more +6 ones in the cannon companion.

one of the more notable ones 'hooked up', lets you get cyberware / equipment with grater than normally allowed ratings (delta ware, and panther assault cannons here we come!)

they tend to be very game unballancing though.

-Ruski
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AJStarhiker

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Re:Explosives
« Reply #162 on: March 01, 2006, 02:58:13 PM »

Yeah, well, most of the really high edges don't fit my style of play very well.  Lightning Reflexes is pretty good, but it only works in surprise situations.  I'd rather save the build points for something a little more versatile.
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kv

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Re:Explosives
« Reply #163 on: March 01, 2006, 03:04:04 PM »

Was it Gabe who mentioned that any flaw had to come up the number of times per game per level? So a level one flaw had to be mentioned once (I had to ditch my day job to meet with the Johnson) whereas a police record would come up over and over. (Your parole officer is on the phone again!)

I kinda liked that idea. (I also stole his understanding of the Dependant Flaw)

   -kv
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Re:Explosives
« Reply #164 on: March 01, 2006, 03:06:01 PM »

Ahem! Ambidexterity 8. The most expensive yet, subtly impressive skill. It adds 50% to your melee weapon skills (if you have two weapons) and lets you get an extra 2 pistol shots or bursts off every round. I made an ambidextrous flat-vid movie actor adept who had ambidexterity IV, hunted II, daredevil, and one custom one where his semi-famous face would be recognized (flaw, as it coincided with Hunted) He was one bad mofo with a specialization in Clubs (Nunchaku) 6 so he'd roll 9 dice plus 9 combat pool (combat sense) and had a pair of customized silver-plated Salvalette Guardians. He'd drop two bursts with no recoil until his second pair. Had a host of other Daredevil abilities like Select Hearing 5 (Improved Sense adept power) Great Leap and that one that lets you fall softly so he could do all sorts of diving shots.
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